# Transition region with Stopping event bug?

**URL:** <https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804>\
**Category:** FMOD Studio\
**Created:** [February 23, 2021, 1:36pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804 "2021-02-23T13:36:49Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![Koca](https://avatars.discourse-cdn.com/v4/letter/k/7feea3/32.png) [@Koca](https://qa.fmod.com/u/Koca)\
**Post date:** [February 23, 2021, 1:36pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/1 "2021-02-23T13:36:49Z")

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Hello, the situation is like this, when I make a Transition region set to Marker with Event Stopping condition it has roughly half a second delay before it skips to Marker.  
I tried with the Transition timeline set to zero but it`s still there. Is there a way to turn off this delay or is it a bug?  
Thanks

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [March 1, 2021, 4:07am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/2 "2021-03-01T04:07:12Z")

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This delay is due to how often the FMOD system updates. Transitions of any kind will not happen immediately. You could possibly mitigate this in game code by calling `Studio::System::update()` after stopping the event.

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 1, 2021, 8:55am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/3 "2021-03-01T08:55:44Z")

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Half a second is… a lot!  
From what I’ve tested, the long delay comes from the stopping process rather than the transition itself. Why don’t you trigger your transition by something else than the event state?

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**Author:** ![Koca](https://avatars.discourse-cdn.com/v4/letter/k/7feea3/32.png) [@Koca](https://qa.fmod.com/u/Koca)\
**Post date:** [March 3, 2021, 3:53pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/4 "2021-03-03T15:53:48Z")

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Well, i dunno. I was happy about this new feature because it would be great to have one event for movement and stop of some sound instead of having two events triggered separatly from game. So i was trying it out and ran into this obstacle.

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 3, 2021, 5:03pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/5 "2021-03-03T17:03:30Z")

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I don’t really find the use of what you describe. You stop your event but you still expect it to go to another region before dying? Could you explain your event purpose and contain?

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**Author:** ![Koca](https://avatars.discourse-cdn.com/v4/letter/k/7feea3/32.png) [@Koca](https://qa.fmod.com/u/Koca)\
**Post date:** [March 3, 2021, 10:28pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/6 "2021-03-03T22:28:20Z")

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Well I wanted to use it for looping sounds that stop when player wants it.  
For example imagine a movement of a construction crane that you rotate, while moving you play a loop but when there is no more input from a player you stop the crane and also the sound. Well on that stop you could play a sound effect for a stop that masks be cut in sound. Or an elevator movement…

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 3, 2021, 11:27pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/7 "2021-03-03T23:27:38Z")

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The best design for what you describe (in my humble opinion), is the following:  
A multi-instrument with the main sound, async and loop buttons checked, with a sustain point snapped right at the end of the instrument, and either a finishing sound right after that, or an AHDSR modulation on the main instrument volume (to set the release). Instead of stopping the event, you do a “key off” (and the event will dye by itself).  
I say multi-instrument because single-instrument seems to have a bug (it cuts even without the cut button checked). But it also could be any other instrument type (I use a scattered instrument for a footsteps loop, for instance).

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**Author:** ![Koca](https://avatars.discourse-cdn.com/v4/letter/k/7feea3/32.png) [@Koca](https://qa.fmod.com/u/Koca)\
**Post date:** [March 4, 2021, 2:46pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/8 "2021-03-04T14:46:27Z")

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Thanks for the tip about the single instrument. You are right, that is the normal way to go, to my shame I never implemented sustain point in my workflow. I will correct that.  
This use that I`m talking about would give a bit more flex with transition crossfades, maybe I`m wrong.  
ThankS  
Koca

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 5, 2021, 8:34am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/9 "2021-03-05T08:34:16Z")

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I was just trying with your method. That’s true it should work well but the delay is too long. Did you try the `Studio::System::update()` method described by @richard_simms right after the stop? However I doubt it will work, since there’s already a noticeable delay within FMOD Studio…

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**Author:** ![magomusica](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/magomusica/32/420_2.png) [@magomusica](https://qa.fmod.com/u/magomusica)\
**Post date:** [March 11, 2021, 3:51am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/10 "2021-03-11T03:51:02Z")

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“Half a second”

Do you have any assets in the event that are set to streaming?

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<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [March 11, 2021, 6:04am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/11 "2021-03-11T06:04:59Z")

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It might be possible your assets are set to streaming that could be causing such a delay. You can set these assets to not streaming and also call `loadSampleData` on the event to preload the assets if that helps.

Otherwise, as an extreme measure, you could try adjusting the `studioupdateperiod` property of the advance settings when initializing the FMOD Studio system.

[https://www.fmod.com/resources/documentation-api?version=2.0&page=studio-api-system.html#studio\_system\_setadvancedsettings](https://www.fmod.com/resources/documentation-api?version=2.0&page=studio-api-system.html#studio_system_setadvancedsettings)

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**Author:** ![brownadm](https://avatars.discourse-cdn.com/v4/letter/b/5daacb/32.png) [@brownadm](https://qa.fmod.com/u/brownadm)\
**Post date:** [July 3, 2024, 4:12pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/12 "2024-07-03T16:12:08Z")

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@Koca What did you end up doing? I’m having the same issue. Currently, what you want to do is the best solution for someone who works on my team that isn’t involved in the game code side of things. FMOD keeps responding too slowly, in this regard.

For reference, we need to transition to a music stinger on the next musical beat as soon as the event is told to stop, or has a parameter change. The update time seems to be a static number of milliseconds, so it works fine if the tempo is slow, but around 120bpm or so, it takes an extra beat to stop, and as the tempo gets higher and higher, it requires more beats to make the transition, ruining the effect, and in fact making it worse and worse.

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<div class="post-metadata">

**Author:** ![Koca](https://avatars.discourse-cdn.com/v4/letter/k/7feea3/32.png) [@Koca](https://qa.fmod.com/u/Koca)\
**Post date:** [July 8, 2024, 7:21pm UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/13 "2024-07-08T19:21:46Z")

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Sorry @brownadm I dont remember any more. That was three years ago and I haven`t worked in Fmod since. My path led me in another direction 🙂

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [July 9, 2024, 4:44am UTC](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/14 "2024-07-09T04:44:16Z")

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Hi,

Thank you for the information.

What FMOD Studio version are you using? Would it be possible to get a copy of your project or a stripped-down version displaying the issue [uploaded](https://fmod.com/profile#uploads) to your [profile](https://fmod.com/profile)? Please note you must register a project with us before uploading files.

Did you have any luck with this solution? [Transition region with Stopping event bug? - #7 by Alcibiade](https://qa.fmod.com/t/transition-region-with-stopping-event-bug/16804/7)
